Artemis
Description
The Artemis is a great suit for scouting and long range exploration, with its high efficiency Oxygen Converter, you always get more range out of an Artemis space suit.
With its Bio Sampler Tool, this Suit is also perfectly fitted for Support and medical Aid.
It is also completely immune to even extreme levels of Radiation or other Toxins. This includes Toxins that penetrate the Armour.
The main downside to the suit is it’s weak showing in combat, bringing its armour and shield level in at the low level.
The Biosampler
The Biosampler provides a Bonus to Medicine and Science Checks and can be used as a Medpack that uses Power per use. This works as a Stim and can be applied in Combat with a basic Action and then uses the same 6h Cooldown of the regular Medpacks. Diligent Medic can be used.
Other uses for it are mostly scientific analysis, like an Autopsy or a Material scan.
Special
Enhanced Power Converter: The Artemis Suit lasts twice as long as the other Suits for basic Function and Oxygen. This means that it draws 5 MW every 2 Hours.
The wearer is also completely immune to Radiation and extreme Temperatures (± 50°C), which allows for exploration in even the most dangerous Environments.
Suit | Shield / Charge | Armour | Power | Price |
---|---|---|---|---|
Artemis Mk I | 5 / 5 | Energy: 5 Toxic: All +1 to Medicine and Science | 30 MW | 150.000cr |
Artemis Mk II | 10 / 5 | Kinetic: 5 Energy: 5 Toxic: All +1 to Medicine and Science | 35 MW | 2.200.000cr |
Artemis Mk III | 15 / 5 | Kinetic: 5 Energy: 5 Hardened: 10 Toxic: All +2 to Medicine and Science | 40 MW | 12.200.000cr |
Artemis Mk IV | 20 / 10 | Kinetic: 5 Energy: 6 Explosive: 5 Hardened: 10 Toxic: All +2 to Medicine and Science | 50 MW | 32.200.000cr |
Artemis Mk V | 30 / 10 | Kinetic: 5 Energy: 7 Explosive: 5 Hardened: 9 Toxic: All +3 to Medicine and Science | 60 MW | 62.200.000cr |
Maverick
Description
The Maverick is the best choice if you need to enter an abandoned Base, or if you need to get Access to places where you are not supposed to be.
Its armour level is in the medium range and is a great starter suit when looking to upgrade to the new powered space suits. It comes with a reinforced backpack that is secured over the shoulders and around the waist, as well as several smaller Pouches. A light Exoskeleton supports the user with additional Carry-Weight.
The Arc Cutter
The Arc Cutter is a small, handheld Laser which can be used to cut or weld Objects and provides a Bonus to Repair (Welding) and Security (Cutting a Lock or Door) Checks. It is not strong enough to act as a Weapon.
Special
Enhanced Exoskeleton – Adds a 10kg Strength Bonus per Grade of Armour.
This does not add Melee or Fighting Damage.
Suit | Shield / Charge | Armour | Power | Price |
---|---|---|---|---|
Maverick Mk I | 10 / 5 | Kinetic: 5 Energy: 3 Melee: 2 Fighting: 2 +1 to Repair and Security | 40 MW | 150.000cr |
Maverick Mk II | 15 / 5 | Kinetic: 5 Energy: 3 Melee: 3 Fighting: 3 Hardened: 10 +1 to Repair and Security | 50 MW | 2.200.000cr |
Maverick Mk III | 20 / 5 | Kinetic: 5 Energy: 4 Melee: 4 Fighting: 4 Hardened: 10 Toxic: All Fatigue Slots +2 to Repair and Security | 60 MW | 12.200.000cr |
Maverick Mk IV | 30 / 10 | Kinetic: 5 Energy: 5 Melee: 5 Fighting: 5 Explosive: 5 Hardened: 9 Toxic: All Fatigue Slots +2 to Repair and Security | 70 MW | 32.200.000cr |
Maverick Mk V | 40 / 10 | Kinetic: 6 Energy: 5 Melee: 6 Fighting: 6 Explosive: 5 Hardened: 8 Toxic: All Fatigue Slots +3 to Repair and Security | 80 MW | 62.200.000cr |
Dominator
Description
The Maverick is the best choice if you need to enter an abandoned Base, or if you need to get Access to places where you are not supposed to be.
Its armour level is in the medium range and is a great starter suit when looking to upgrade to the new powered space suits. It comes with a reinforced backpack that is secured over the shoulders and around the waist, as well as several smaller Pouches. A light Exoskeleton supports the user with additional Carry-Weight.
Special
Enhanced Weapon Holsters – Allows to carry two large and two small Weapons Weapons.
Suit | Shield / Charge | Armour | Power | Price |
---|---|---|---|---|
Dominator Mk I | 20 / 5 | Kinetic: 5 Energy: 5 Explosive: 5 Hardened: 9 Fatigue Slots | 20 MW | 150.000cr |
Dominator Mk II | 25 / 5 | Kinetic: 6 Energy: 5 Explosive: 5 Hardened: 8 Fatigue Slots | 25 MW | 2.200.000cr |
Dominator Mk III | 30 / 10 | Kinetic: 7 Energy: 5 Explosive: 8 Hardened: 8 Fatigue Slots | 30 MW | 12.200.000cr |
Dominator Mk IV | 40 / 10 | Kinetic: 8 Energy: 6 Explosive: 10 Hardened: 7 Toxic: All Fatigue Slots | 40 MW | 32.200.000cr |
Dominator Mk V | 50 / 15 | Kinetic: 10 Energy: 6 Explosive: 10 Hardened: 6 Toxic: All Fatigue Slots | 50 MW | 62.200.000cr |
Cyborgs
Since Cyborgs with a Carapace cant wear a Suit, these Carapace now have a similar Power Source implemented. Tools can be implemented into cybernetics or carried individually, but only one at a time similar to how the Suits can only carry a specific Tool.
Androids or “Full Body Cyborgs” don’t need Oxygen to survive, but they still need to use Power if they want to use the Tools. Androids without a Carapace can wear a Suit just like a regular Player.
Carapace users can choose either the Arc Cutter or the Bio Sampler as a Tool to carry. The Carapace also includes the Energy Link and a Profile Analyzer. The Profile Analyzer can also be added as part of the cybernetic Eyes and HUD Upgrade.
Carapace Armoured and Chameleon | Power |
---|---|
Type 1 | 30 MW |
Type 2 | 40 MW |
Type 3 | 50 MW |
Type 4 | 60 MW |
Type 5 | 70 MW |
Power Usage
Module / Item | Power Usage | Description / Uses |
---|---|---|
Suit Functions and Oxygen | 5 MW | Powers all the basic Systems of the Suit and generates Oxygen for 1 Hour (2 Hours for Artemis) |
Jetpack | 2 MW | A Small Jetpack used mainly for jumping. 1MW per 0.5G / Up to 10m |
Shield | 1 MW | Per 5 Points of Shield |
Arc Cutter / Bio Sampler | 2 MW | Per Use |
Profile Analyzer | 1 MW | A Tool to scan IDs for a Bounty, or illegally copy an ID Scanning someone is free. Copying an ID costs Power. |
Energy Link (Charge) | 5 MW | Transfers Power from your Suit into a Device Activate unpowered Terminal Charge Door (does not override Security) Objects stay active for up to 10 Minutes |
Energy Link (Overcharge) | 10 MW | Overcharges the Tool for lethal and destructive usage Incapacitate unaware Enemy Deactivate Terminal Unlock secured Door |
Energy Link (Recharge) | +10 MW | Transfers Power from a Power-Socket to your Suit Recharges 10 MW per turn used on an active Socket. |
Mk I Powercell | +40 MW | Cost: 100cr. Can be stored in a Grenade-Slot for quick usage. |
Mk II Powercell | +60 MW | Cost: 1.000cr. Can be stored in a Grenade-Slot for quick usage. |
Mk III Powercell | +80 MW | Cost: 10.000cr. Can be stored in a Grenade-Slot for quick usage. |